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elite_rebel_commando
image from Wizards of the Coast

Elite Rebel Commando
LOTF
#13

Date Reviewed: July 10, 2008

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 2.00
150 pt: 4.00
200 pt: 4.00

 
willis
maximus

Elite Rebel Commando
Faction: Rebel
Cost: 17
 
HP: 50
Def: 16
Att: +7
Dam: 10
 
SA:
Twin Attack
Stealth
Grenades 10
Override
Ion Gun +20

 
Today we have something of a swiss army knife for the Rebels.  For 17 points we get pretty good stats.  50 HP is great, as it will take an extra 20 damage shot to kill him.  A 16 Defence is pretty decent too for a non-unique.  The Attack and Damage are a bit low, at a +7 for 10.  However, there are a handful of ways to boost them, so it's not all that bad. (Rebel leader comes to mind.)  So, stats are kinda meh, but this guy's abilities are pretty awesome. 
 
First of all we get twin attack, which helps out that measly 10 base damage.  If Han RH is nearby, suddenly we get a 40 damage character (assuming you can hit with a +7.)  Not too shabby.  As I mentioned the Rebel Leader can really help out too.  A couple of people to combine fire with and suddenly he shoots at a +11-13 for 30 Damage a pop.  The Elite Rebel Commando absolutely murders droids with his Ion Gun +20.  Unmodified he can move 6 and do 60 damage to a droid character at range, which is sick when it comes up.  Grenades 10 kinda sucks.  The only thing it's really good for is helping with stormies with stupid high defence and not much else.  Anyone with half a brain won't clump they're guys together enough to ever make it worth using.
 
Stealth and override is a great combination here.  The Rebels now have access to triple override if they want it (R2, Lobot, ERC) which can be crippling to an opponent.  The fact that the ERC has stealth just adds insult to injury.  Remember, if you dust off that Commando Strike Leader and run him, you can give the ERC super stealth and Grenades 20.  Normally I don't bother though, as I just bring one to add some more utility to my squad.  He works great as reinforcements through Garm which also means you can run him in a New Republic squad as well.  Bottom line: the ERC is an extremely solid, cost effective piece all around.
 
 
100pts 2/5:  If you want override here, bring R2.  The ERC isn't going to do much for you here unless you get lucky and run into a bunch of droids.
 
150/200pts 4/5:  Outstanding utility and versatility in both of these formats.  Free with Garm.  Double or triple override can be a serious pain to your opponent, especially when the overrider has stealth and can twin attack back.  He's not always needed, but the ERC is worth consideration in most Rebel squads.


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